
#region Using Statements

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Media;
    using Microsoft.Xna.Framework.Net;
    using Microsoft.Xna.Framework.Storage;

#endregion


namespace HumanElement.Xna.Proof.TestGame
{
    /// <summary>
    /// This is a game component that implements IUpdateable.
    /// </summary>
    public class StageManager : Microsoft.Xna.Framework.DrawableGameComponent
    {


        public StageManager(Game game) : base(game)
        {
           
        }

        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            // TODO: Add your initialization code here

            base.Initialize();
        }

        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here

            base.Update(gameTime);
        }

        /// <summary>
        /// Called when the DrawableGameComponent needs to be drawn.  Override this method with component-specific drawing code. Reference page contains links to related conceptual articles.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime).</param>
        public override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);


        }
    }
}